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<a href="structai_face.html#pub-methods">Public Member Functions</a> &#124;
<a href="structai_face.html#pub-attribs">Public Attributes</a>  </div>
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<div class="title">aiFace Struct Reference</div>  </div>
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<p>A single face in a mesh, referring to multiple vertices.  
 <a href="structai_face.html#details">More...</a></p>

<p><a href="structai_face-members.html">List of all members.</a></p>
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<tr class="heading"><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ae27455e924c6db903386dc7bdff2f94b"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#ae27455e924c6db903386dc7bdff2f94b">aiFace</a> ()</td></tr>
<tr class="memdesc:ae27455e924c6db903386dc7bdff2f94b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default constructor.  <a href="structai_face.html#ae27455e924c6db903386dc7bdff2f94b"></a><br/></td></tr>
<tr class="memitem:a096eb4f96e15861fe3c8299d5bee4c78"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#a096eb4f96e15861fe3c8299d5bee4c78">aiFace</a> (const <a class="el" href="structai_face.html">aiFace</a> &amp;o)</td></tr>
<tr class="memdesc:a096eb4f96e15861fe3c8299d5bee4c78"><td class="mdescLeft">&#160;</td><td class="mdescRight">Copy constructor. Copy the index array.  <a href="structai_face.html#a096eb4f96e15861fe3c8299d5bee4c78"></a><br/></td></tr>
<tr class="memitem:affb1b9c73f433bdd6b37bd253c1901e1"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#affb1b9c73f433bdd6b37bd253c1901e1">operator!=</a> (const <a class="el" href="structai_face.html">aiFace</a> &amp;o) const </td></tr>
<tr class="memdesc:affb1b9c73f433bdd6b37bd253c1901e1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Inverse comparison operator.  <a href="structai_face.html#affb1b9c73f433bdd6b37bd253c1901e1"></a><br/></td></tr>
<tr class="memitem:ab3f5b3ca3fdab90e78e98318ff1f631f"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="structai_face.html">aiFace</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#ab3f5b3ca3fdab90e78e98318ff1f631f">operator=</a> (const <a class="el" href="structai_face.html">aiFace</a> &amp;o)</td></tr>
<tr class="memdesc:ab3f5b3ca3fdab90e78e98318ff1f631f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Assignment operator. Copy the index array.  <a href="structai_face.html#ab3f5b3ca3fdab90e78e98318ff1f631f"></a><br/></td></tr>
<tr class="memitem:ab224bc785b651af4fa90346f726d9bb4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#ab224bc785b651af4fa90346f726d9bb4">operator==</a> (const <a class="el" href="structai_face.html">aiFace</a> &amp;o) const </td></tr>
<tr class="memdesc:ab224bc785b651af4fa90346f726d9bb4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Comparison operator.  <a href="structai_face.html#ab224bc785b651af4fa90346f726d9bb4"></a><br/></td></tr>
<tr class="memitem:ae95d9898f19861a2b16ecc03603c3615"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#ae95d9898f19861a2b16ecc03603c3615">~aiFace</a> ()</td></tr>
<tr class="memdesc:ae95d9898f19861a2b16ecc03603c3615"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default destructor. Delete the index array.  <a href="structai_face.html#ae95d9898f19861a2b16ecc03603c3615"></a><br/></td></tr>
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Public Attributes</h2></td></tr>
<tr class="memitem:a2026b434c40cf1636f9f464a592ec36c"><td class="memItemLeft" align="right" valign="top">unsigned int *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#a2026b434c40cf1636f9f464a592ec36c">mIndices</a></td></tr>
<tr class="memdesc:a2026b434c40cf1636f9f464a592ec36c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to the indices array. Size of the array is given in numIndices.  <a href="structai_face.html#a2026b434c40cf1636f9f464a592ec36c"></a><br/></td></tr>
<tr class="memitem:adda2698cec0ebfe651572f4a5701360b"><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structai_face.html#adda2698cec0ebfe651572f4a5701360b">mNumIndices</a></td></tr>
<tr class="memdesc:adda2698cec0ebfe651572f4a5701360b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of indices defining this face.  <a href="structai_face.html#adda2698cec0ebfe651572f4a5701360b"></a><br/></td></tr>
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<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>A single face in a mesh, referring to multiple vertices. </p>
<p>If mNumIndices is 3, we call the face 'triangle', for mNumIndices &gt; 3 it's called 'polygon' (hey, that's just a definition!). <br/>
 <a class="el" href="structai_mesh.html#a99d66ac0a444068c1b252b30265cbf53" title="Bitwise combination of the members of the aiPrimitiveType enum.">aiMesh::mPrimitiveTypes</a> can be queried to quickly examine which types of primitive are actually present in a mesh. The <a class="el" href="postprocess_8h.html#a64795260b95f5a4b3f3dc1be4f52e410ab4484f73635d633cd79973bac1431ed6">aiProcess_SortByPType</a> flag executes a special post-processing algorithm which splits meshes with <em>different</em> primitive types mixed up (e.g. lines and triangles) in several 'clean' submeshes. Furthermore there is a configuration option ( <a class="el" href="config_8h.html#a971e337cb0d526861142586b8341cb98" title="Input parameter to the aiProcess_SortByPType step: Specifies which primitive types are removed by the...">AI_CONFIG_PP_SBP_REMOVE</a>) to force <a class="el" href="postprocess_8h.html#a64795260b95f5a4b3f3dc1be4f52e410ab4484f73635d633cd79973bac1431ed6">aiProcess_SortByPType</a> to remove specific kinds of primitives from the imported scene, completely and forever. In many cases you'll probably want to set this setting to </p>
<div class="fragment"><div class="line">   <a class="code" href="mesh_8h.html#ac352902280db7c3bd8ba64c133b7f03fa724184f90f0e408b903d07aed39914b4" title="A line primitive.">aiPrimitiveType_LINE</a>|<a class="code" href="mesh_8h.html#ac352902280db7c3bd8ba64c133b7f03fafb9158b4924ec9457647c759aa961053" title="A point primitive.">aiPrimitiveType_POINT</a></div>
</div><!-- fragment --><p> Together with the <a class="el" href="postprocess_8h.html#a64795260b95f5a4b3f3dc1be4f52e410a9c3de834f0307f31fa2b1b6d05dd592b">aiProcess_Triangulate</a> flag you can then be sure that <a class="el" href="structai_face.html#adda2698cec0ebfe651572f4a5701360b" title="Number of indices defining this face.">aiFace::mNumIndices</a> is always 3. </p>
<dl class="section note"><dt>Note:</dt><dd>Take a look at the <a class="el" href="data.html">Data Structures page </a> for more information on the layout and winding order of a face. </dd></dl>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
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<p>Default constructor. </p>

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<p>Default destructor. Delete the index array. </p>

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<p>Copy constructor. Copy the index array. </p>

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<hr/><h2>Member Function Documentation</h2>
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<p>Inverse comparison operator. </p>
<p>Checks whether the index array of two faces is NOT identical </p>

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<p>Assignment operator. Copy the index array. </p>

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<p>Comparison operator. </p>
<p>Checks whether the index array of two faces is identical </p>

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<hr/><h2>Member Data Documentation</h2>
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<p>Pointer to the indices array. Size of the array is given in numIndices. </p>

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<p>Number of indices defining this face. </p>
<p>The maximum value for this member is <a class="el" href="mesh_8h.html#a380f3ab069e89b3a1ed975577600438b" title="Maximum number of indices per face (polygon).">AI_MAX_FACE_INDICES</a>. </p>

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<hr/>The documentation for this struct was generated from the following file:<ul>
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